khanat-opennel-code/code/ryzom/common/src/game_share/brick_families.h

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef RY_BRICK_FAMILIES_H
#define RY_BRICK_FAMILIES_H
#include "nel/misc/types_nl.h"
#include "brick_types.h"
namespace BRICK_FAMILIES
{
enum TBrickFamily
{
// COMBAT
// ********
BeginCombat= 0,
// ROOT COMBAT
BeginCombatRoot= BeginCombat,
BFPA= BeginCombatRoot,
EndCombatRoot= BFPA,
// MANDATORY COMBAT
//BeginCombatMandatory,
//EndCombatMandatory = ???,
// OPTION COMBAT
BeginCombatOption,
BFOA = BeginCombatOption,
BFOB,
BFOC,
BFOD,
BFOE,
BFOF,
EndCombatOption = BFOF,
// PARAMETER COMBAT
BeginCombatParameter,
BFMA = BeginCombatParameter,
BFMB,
BFMC,
BFMD,
BFME,
BFMF,
BFMG,
BFMH,
BFMRF, // Range dmg Fire
BFMRT, // Range dmg Poison
BFMRW, // Range dmg Shockwave
BFMRE, // Range dmg Electricity
BFHME,
BFAHHME,
BFAHCME,
BFAHAME,
BFAHHAME,
BFAHLME,
BFAHFME,
BFKME,
BFAKHME,
BFAKCME,
BFAKAME,
BFAKHAME,
BFAKLME,
BFAKFME,
BFQME,
BFAQHME,
BFAQCME,
BFAQAME,
BFAQHAME,
BFAQLME,
BFAQFME,
// deprecated: only used in saibricks
BFM1MC,
BFM2MC,
BFM1HMC,
BFM1PMC,
BFM1BMC,
BFM1SMC,
BFM2PMC,
BFM2BMC,
BFM2SMC,
BFR1MC,
BFR2MC,
BFM1MD,
BFM2MD,
BFR1MD,
BFR2MD,
BFM1ME,
BFM2ME,
BFR1ME,
BFR2ME,
BFM1MF,
BFM2MF,
BFR1MF,
BFR2MF,
BFM1BMG,
BFM2BMG,
BFM2SMG,
BFM1BMH,
BFM2BMH,
BFM2SMH,
BFM1BMI,
BFM2BMI,
BFM1SMJ,
BFM1PMK,
BFM2PMK,
BFR2LFML,
BFM2SSFML,
BFM2SAFML,
BFM1SAFML,
BFM1BMTMM,
BFM2BMTMM,
BFR1HTMM,
BFR1BTMM,
BFM1BSZMN,
BFM1PSZMN,
BFR2BZMN,
BFM2PPZMN,
BFM1PDMMO,
BFR1PMMO,
BFM1SSMMO,
BFR2RMMO,
BFMMQ,
BFMR,
BFMK,
BFMP,
// end deprecated
EndCombatParameter = BFMP,
// CREDIT COMBAT
BeginCombatCredit,
BFCA = BeginCombatCredit,
BFCB,
BFCC,
BFCD,
BFCE,
BFCF,
BFCG,
EndCombatCredit = BFCG,
EndCombat= EndCombatCredit,
// MAGIC
// ********
BeginMagic,
// ROOT MAGIC
BeginMagicRoot= BeginMagic,
BMPA = BeginMagicRoot,
EndMagicRoot = BMPA,
// MANDATORY MAGIC
BeginMagicMandatory,
BMDALEA = BeginMagicMandatory,
BMDHTEA,
BMOALEA,
BMOELEA,
BMOETEA,
BMSTEA,
EndMagicMandatory = BMSTEA,
// OPTION MAGIC
BeginMagicOption,
BMOF = BeginMagicOption,
BMOG,
BMOH,
BMOR,
BMOV,
EndMagicOption = BMOV,
// PARAMETER MAGIC
BeginMagicParameter,
BMTODMB = BeginMagicParameter,
BMDALMF,
BMDALMM,
BMDALMS,
BMDHTMA,
BMDHTMP,
BMDHTMT,
BMOALMA,
BMOALMB,
BMOALMD,
BMOALMM,
BMOALMR,
BMOELMA,
BMOELMC,
BMOELME,
BMOELMF,
BMOELMP,
BMOELMR,
BMOELMS,
BMOETMA,
BMOETMC,
BMOETME,
BMOETMF,
BMOETMP,
BMOETMR,
BMOETMS,
BMSTMA,
BMSTMC,
BMSTMP,
BMSTMT,
EndMagicParameter = BMSTMT,
// CREDIT MAGIC
BeginMagicCredit,
BMCA = BeginMagicCredit,
BMCC,
BMCP,
BMCR,
EndMagicCredit = BMCR,
EndMagic= EndMagicCredit ,
// FABER
// ********
BeginFaber,
// ROOT FABER
BeginFaberRoot= BeginFaber,
BCPA= BeginFaberRoot,
EndFaberRoot= BCPA,
// MANDATORY FABER
BeginFaberMandatory,
BCCMEA = BeginFaberMandatory,
BCCREA,
BCCPEA,
BCCAEA,
BCCAEB,
BCCAEC,
BCCAED,
BCCSEA,
BCBMEA,
BCBREA,
BCFMEA,
BCFREA,
BCFPEA,
BCFAEA,
BCFAEB,
BCFAEC,
BCFAED,
BCFSEA,
BCFJEA,
BCMMEA,
BCMREA,
BCMPEA,
BCMAEA,
BCMAEB,
BCMAEC,
BCMAED,
BCMSEA,
BCMJEA,
BCTMEA,
BCTREA,
BCTPEA,
BCTAEA,
BCTAEB,
BCTAEC,
BCTAED,
BCTSEA,
BCTJEA,
BCZMEA,
BCZREA,
BCZPEA,
BCZAEA,
BCZAEB,
BCZAEC,
BCZAED,
BCZSEA,
BCZJEA,
BCRMEA,
BCRAEA,
BCKAMMI,
BCKARMI,
BCOKAMM01,
BCOKAMR01,
BCOKAMT01,
BCOKARM01,
BCOKARR01,
BCOKART01,
BCOKAMM02,
BCOKAMR02,
BCOKAMT02,
BCOKARM02,
BCOKARR02,
BCOKART02,
EndFaberMandatory = BCOKART02,
// OPTION FABER
BeginFaberOption,
BCOA = BeginFaberOption,
BCOB,
BCOC,
BCOD,
BCFAOA,
BCFMOA,
BCFROA,
BCFPOA,
BCFSOA,
BCFJOA,
BCMAOA,
BCMMOA,
BCMROA,
BCMPOA,
BCMSOA,
BCMJOA,
BCTAOA,
BCTMOA,
BCTROA,
BCTPOA,
BCTSOA,
BCTJOA,
BCZAOA,
BCZMOA,
BCZROA,
BCZPOA,
BCZSOA,
BCZJOA,
BCFAOB,
BCFMOB,
BCFROB,
BCFPOB,
BCFSOB,
BCFJOB,
BCMAOB,
BCMMOB,
BCMROB,
BCMPOB,
BCMSOB,
BCMJOB,
BCTAOB,
BCTMOB,
BCTROB,
BCTPOB,
BCTSOB,
BCTJOB,
BCZAOB,
BCZMOB,
BCZROB,
BCZPOB,
BCZSOB,
BCZJOB,
BCFAOC,
BCFMOC,
BCFROC,
BCFPOC,
BCFSOC,
BCFJOC,
BCMAOC,
BCMMOC,
BCMROC,
BCMPOC,
BCMSOC,
BCMJOC,
BCTAOC,
BCTMOC,
BCTROC,
BCTPOC,
BCTSOC,
BCTJOC,
BCZAOC,
BCZMOC,
BCZROC,
BCZPOC,
BCZSOC,
BCZJOC,
BCFAOD,
BCFMOD,
BCFROD,
BCFPOD,
BCFSOD,
BCFJOD,
BCMAOD,
BCMMOD,
BCMROD,
BCMPOD,
BCMSOD,
BCMJOD,
BCTAOD,
BCTMOD,
BCTROD,
BCTPOD,
BCTSOD,
BCTJOD,
BCZAOD,
BCZMOD,
BCZROD,
BCZPOD,
BCZSOD,
BCZJOD,
EndFaberOption = BCZJOD,
// CREDIT FABER
BeginFaberCredit,
BCFACA = BeginFaberCredit,
BCFMCA,
BCFRCA,
BCFPCA,
BCFSCA,
BCFJCA,
BCCMCA,
BCCRCA,
BCCPCA,
BCMACA,
BCMMCA,
BCMRCA,
BCMPCA,
BCMSCA,
BCMJCA,
BCTACA,
BCTMCA,
BCTRCA,
BCTPCA,
BCTSCA,
BCTJCA,
BCZACA,
BCZMCA,
BCZRCA,
BCZPCA,
BCZSCA,
BCZJCA,
BCKAMBCA,
BCKARBCA,
BCFTCA,
BCMTCA,
BCTTCA,
BCZTCA,
EndFaberCredit = BCZTCA,
// MISC FABER
BeginFaberRawMaterial,
FARawMaterial = BeginFaberRawMaterial,
EndFaberRawMaterial = FARawMaterial,
BeginFaberTool,
FATool = BeginFaberTool,
EndFaberTool = FATool,
EndFaber= EndFaberTool,
// FORAGE PROSPECTION
// ******************
BeginForageProspection,
BeginForageProspectionRoot= BeginForageProspection,
BHFPPA = BeginForageProspectionRoot,
BHFSPA,
BHFGPA,
EndForageProspectionRoot = BHFGPA,
BeginForageProspectionOption,
BHFPPOA = BeginForageProspectionOption,
BHFPPOB,
BHFPPOC,
BHFPPOD,
BHFPPOE,
BHFPPOF,
BHFPPOG,
BHFPPOH,
BHFPPOI,
BHFPPOJ,
BHFPPOK,
BHFPPOL,
BHFPSOA,
EndForageProspectionOption = BHFPSOA,
BeginForageProspectionParameter,
BHFPMA = BeginForageProspectionParameter,
BHFPMB,
BHFPRMFMA,
BHFPRMFMB,
BHFPRMFMC,
BHFPRMFMD,
BHFPRMFME,
BHFPRMFMF,
BHFPRMFMG,
BHFPRMFMH,
BHFPRMFMI,
BHFPRMFMJ,
BHFPRMFMK,
BHFPRMFML,
BHFPRMFMM,
BHFPRMFMN,
BHFPRMFMO,
BHFPRMFMP,
BHFPRMFMQ,
BHFPRMFMR,
BHFPRMFMS,
BHFPRMFMT,
BHFPRMFMU,
BHFPRMFMV,
BHFPRMFMW,
BHFPRMFMX,
BHFPMC,
BHFPMD,
BHFPME,
BHFPMF,
BHFPMG,
BHFPMH,
BHFPMI,
BHFPMJ,
BHFPMK,
BHFPML,
BHFPMM,
EndForageProspectionParameter = BHFPMM,
BeginForageProspectionCredit,
BHFPCA = BeginForageProspectionCredit,
EndForageProspectionCredit = BHFPCA,
EndForageProspection = EndForageProspectionCredit,
// FORAGE EXTRACTION
// *****************
BeginForageExtraction,
BeginForageExtractionRoot= BeginForageExtraction,
BHFEPA = BeginForageExtractionRoot,
EndForageExtractionRoot = BHFEPA,
BeginForageExtractionOption,
BHFEOA = BeginForageExtractionOption,
BHFEOB,
BHFEOC,
BHFEOD,
BHFEOE,
BHFEOF,
BHFEOG,
BHFEOH,
EndForageExtractionOption = BHFEOH,
BeginForageExtractionMandatory,
BHFEEA = BeginForageExtractionMandatory,
BHFEEB,
BHFEEC,
EndForageExtractionMandatory = BHFEEC,
BeginForageExtractionParameter,
BHFEMA = BeginForageExtractionParameter,
BHFEMB,
BHFEMC,
BHFEMD,
BHFEME,
BHFEMF,
BHFEMG,
BHFEMK,
EndForageExtractionParameter = BHFEMK,
BeginForageExtractionCredit,
BHFECA = BeginForageExtractionCredit,
EndForageExtractionCredit = BHFECA,
EndForageExtraction = EndForageExtractionCredit,
// HARVEST
// ********
BeginHarvest,
BeginHarvestRoot= BeginHarvest,
RootHarvest,
EndHarvestRoot= RootHarvest,
EndHarvest = EndHarvestRoot,
// TRAINING
// ********
BeginTraining,
BTFOC = BeginTraining,
BTHP,
BTSAP,
BTSTA,
// special for carac buying
BeginCharacBuy,
BPPC = BeginCharacBuy,
BPPM,
BPPI,
BPPW,
BPPS,
BPPB,
BPPD,
BPPL,
EndCharacBuy = BPPL,
EndTraining = EndCharacBuy,
// Bonuses
BeginBonus,
BPBCA = BeginBonus, // Craft: Durability Bonus
BPBHFEA, // Harvest Forage Extraction: Time Bonus
BPBGLA, // Generic Landmark: Extender Bonus
EndBonus = BPBGLA,
// TITLE
// ******
BeginTitle,
BPTEA = BeginTitle,
EndTitle = BPTEA,
// SPECIAL FOR INTERFACE (no interaction)
// ********
BeginInterface,
BIF = BeginInterface, // Interface for Fight Action representation
BIG, // Interface General bricks.
EndInterface = BIG,
// FOR SPECIAL POWERS
// ********
BeginSpecialPowers,
// root power
BeginPowerRoot = BeginSpecialPowers,
BSXPA = BeginSpecialPowers, // root power/aura
EndPowerRoot = BSXPA,
// mndatory power
BeginPowerMandatory,
BSXEA = BeginPowerMandatory, // power
BSXEB, // aura
BSCEA, // consumable power
EndPowerMandatory = BSCEA,
// parameters power
BeginPowerParameter,
BeginFightPowerParameter = BeginPowerParameter,
BSFMA = BeginFightPowerParameter, // taunt power
BSFMB, // shielding power
BSFMC, // stamina aura
BSFMD, // protection aura
BSFME, // umbrella aura
BSFMF, // berserk
BSFMG, // war cry
BSFMH, // heal stamina
BSFMI, // fire wall
BSFMJ, // thorn wall
BSFMK, // water wall
BSFML, // lightning
EndFightPowerParameter = BSFML,
BSXMA, // life aura
BSXMB, // invulnerability
BSXMC, // heal Hp
BSDMA, // speed
// G for general ??
BSGMA, // heal focus
BSGMB, // enchant weapon
BSGMBA,
BSGMBC,
BSGMBE,
BSGMBF,
BSGMBP,
BSGMBR,
BSGMBS,
BeginMagicPowerParameter,
BSMMA = BeginMagicPowerParameter, // sap aura
BSMMB, // anti magic shield
BSMMC, // balance hp
BSMMD, // heal sap
EndMagicPowerParameter = BSMMD,
// consumable powers
BSCMA, // heal Hp
BSCMB, // heal Sap
BSCMC, // heal Sta
BSCMD, // heal Focus
EndPowerParameter = BSCMD,
BeginMagicPowerCredit,
BSXCA = BeginMagicPowerCredit, // recast time
EndMagicPowerCredit = BSXCA,
EndSpecialPowers = EndMagicPowerCredit,
// FOR TIMED ACTIONS
// ********
BeginTimedActions,
BAPA = BeginTimedActions,
EndTimedActions = BAPA,
/* If you add a new brick Type, you should change
isRootFamily(), isMandatoryFamily(), isOptionFamily(), isCreditFamily()
brickType()
*/
BeginProcEnchantement,
BEPA = BeginProcEnchantement,
EndProcEnchantement = BEPA,
NbFamilies,
Unknown,
// Yoyo: just for code below work (isRoot etc....). remove entries when true families described
AutoCodeCheck,
BeginCombatMandatory= AutoCodeCheck,
EndCombatMandatory= AutoCodeCheck,
BeginFaberParameter= AutoCodeCheck,
EndFaberParameter= AutoCodeCheck,
BeginHarvestMandatory= AutoCodeCheck,
EndHarvestMandatory= AutoCodeCheck,
BeginHarvestOption= AutoCodeCheck,
EndHarvestOption= AutoCodeCheck,
BeginHarvestCredit= AutoCodeCheck,
EndHarvestCredit= AutoCodeCheck,
BeginHarvestParameter= AutoCodeCheck,
EndHarvestParameter= AutoCodeCheck,
BeginForageProspectionMandatory= AutoCodeCheck,
EndForageProspectionMandatory= AutoCodeCheck
};
/**
* get the right brick family from the input string
* \param str the input string
* \return the TBrickFamily associated to this string (Unknown if the string cannot be interpreted)
*/
TBrickFamily toSBrickFamily(const std::string &str);
/**
* get the string associated to a brick family
* \param family the TBrickFamily to convert into a string
* \return the family as a string
*/
const std::string &toString(TBrickFamily family);
/**
* \return true if the family is a root one
*/
inline bool isRootFamily(TBrickFamily family)
{
return ( (family >= BeginCombatRoot && family <=EndCombatRoot) ||
(family >= BeginMagicRoot && family <=EndMagicRoot) ||
(family >= BeginFaberRoot && family <=EndFaberRoot) ||
(family >= BeginHarvestRoot && family <=EndHarvestRoot) ||
(family >= BeginForageProspectionRoot && family <=EndForageProspectionRoot) ||
(family >= BeginForageExtractionRoot && family <=EndForageExtractionRoot) ||
(family >= BeginPowerRoot && family <=EndPowerRoot) ||
(family >= BeginProcEnchantement && family <=EndProcEnchantement)
) ;
}
/**
* \return true if the family is a mandatory one
*/
inline bool isMandatoryFamily(TBrickFamily family)
{
return ( (family >= BeginCombatMandatory && family <=EndCombatMandatory) ||
(family >= BeginMagicMandatory && family <=EndMagicMandatory) ||
(family >= BeginFaberMandatory && family <=EndFaberMandatory) ||
(family >= BeginHarvestMandatory && family <=EndHarvestMandatory) ||
(family >= BeginForageProspectionMandatory && family <=EndForageProspectionMandatory) ||
(family >= BeginForageExtractionMandatory && family <=EndForageExtractionMandatory) ||
(family >= BeginPowerMandatory && family <=EndPowerMandatory)
);
}
/**
* \return true if the family is a optional one
*/
inline bool isOptionFamily(TBrickFamily family)
{
return ( (family >= BeginCombatOption && family <=EndCombatOption) ||
(family >= BeginMagicOption && family <=EndMagicOption) ||
(family >= BeginFaberOption && family <=EndFaberOption) ||
(family >= BeginHarvestOption && family <=EndHarvestOption) ||
(family >= BeginForageProspectionOption && family <=EndForageProspectionOption) ||
(family >= BeginForageExtractionOption && family <=EndForageExtractionOption)
);
}
/**
* \return true if the family is a cred one
*/
inline bool isCreditFamily(TBrickFamily family)
{
return ( (family >= BeginCombatCredit && family <=EndCombatCredit) ||
(family >= BeginMagicCredit && family <=EndMagicCredit) ||
(family >= BeginFaberCredit && family <=EndFaberCredit) ||
(family >= BeginHarvestCredit && family <=EndHarvestCredit) ||
(family >= BeginForageProspectionCredit && family <=EndForageProspectionCredit) ||
(family >= BeginForageExtractionCredit && family <=EndForageExtractionCredit) ||
(family >= BeginMagicPowerCredit && family <=EndMagicPowerCredit)
);
}
/**
* \return true if the family is a parameter one
*/
inline bool isParameterFamily(TBrickFamily family)
{
return ( (family >= BeginCombatParameter && family <=EndCombatParameter) ||
(family >= BeginMagicParameter && family <=EndMagicParameter) ||
(family >= BeginFaberParameter && family <=EndFaberParameter) ||
(family >= BeginHarvestParameter && family <=EndHarvestParameter) ||
(family >= BeginForageProspectionParameter && family <=EndForageProspectionParameter) ||
(family >= BeginForageExtractionParameter && family <=EndForageExtractionParameter) ||
(family >= BeginPowerParameter && family <=EndPowerParameter)
);
}
/**
* \return true if the family is a special charac buy family
*/
inline bool isCharacBuyFamily(TBrickFamily family)
{
return (family >= BeginCharacBuy && family <=EndCharacBuy);
}
/**
* get the brick type from the brick family
*/
BRICK_TYPE::EBrickType brickType( TBrickFamily family );
}; // BRICK_TYPE
#endif // RY_BRICK_FAMILIES_H
/* End of brick_families.h */